Rangery: Difference between revisions
m →Rangery: updated reflection macros |
m →Multi-Creature Morph Macro: updated morph list |
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//List and number of morphs: | //List and number of morphs: | ||
/*CHANGE ME*/ | /*CHANGE ME*/ | ||
set totalMorphs | set totalMorphs 4 //set this to the total number of morphs—notice | ||
set morph[1] "Sky Bison" //change and add your morphs | set morph[1] "Sky Bison" //change and add your morphs | ||
set morph[2] "Mistral Kestrel" | set morph[2] "Mistral Kestrel" | ||
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set morph[5] "" | set morph[5] "" | ||
set morph[6] "" | set morph[6] "" | ||
set morph[7] "" | |||
set morph[8] "" | |||
set morph[9] "" | |||
set morph[10] "" | |||
set morph[11] "" | |||
set morph[12] "" | |||
set waistItem "belt of the wild" | set waistItem "belt of the wild" | ||
set mindex 1 // "Morph Index" | set mindex 1 // "Morph Index" | ||
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set whichMorph0 "" | set whichMorph0 "" | ||
F11 call morph | |||
morph | morph | ||
{ | { | ||
| Line 163: | Line 169: | ||
} | } | ||
F10 call decrementMorph | |||
F12 call incrementMorph | |||
incrementMorph | incrementMorph | ||
Latest revision as of 11:51, 27 January 2026
About the Ranger Macros
This set of macros (except the Simple Morph Macro) are the ones Noivad uses for his ranger abilities. You are free to modify these as you see fit. the triggers in <trigger> call <macro> are all modifiable without affecting the macros. So if you wanted to change the shieldstone macro from F3 to escape, you’d edit the first line to say escape call toggleShieldstone.
- Scroll down for Multi-Morph Macro
Rangery
//Rangery by Noivad
f3 call toggleShieldstone //modify this to your chosen hotkey
shift-f3 call UnShieldstone //modify this to your chosen hotkey
f4 call Heartwood //modify these to your chosen hotkey/etc
wheelup call Heartwood //works with trackpads that support 2 finger touch up
wheeldown call Heartslow //works with trackpads that support 2 finger touch down
f6 call reflectionshort //modify this to your chosen hotkey
set shso 0
toggleShieldstone //v1.1
{
if @my.finger_item == "Shieldstone" //skips equip phase if true
goto ON
end if
label equip
"/equip shieldstone\r"
label ON
"/useitem shieldstone\r"
pause 1
label CHECK //Checks for Shieldstone failures …
if @env.textLog >= "Your Shieldstone goes inert"
pause 6
goto equip //…if so equips backup (if you have 1)
end if
}
UnShieldstone
{
"/unequip finger\r"
setglobal shso 0
}
Heartwood
{
if @my.left_item != "Heartwood Charm"
"/equip heartwood\r"
end if
"/useitem left\r"
}
Heartslow
{
"/useitem heartwood charm /slow\r"
}
"/judge" call judge
judge
{
"/useitem belt /judge " @text "\r"
}
"/reflect" call reflectionshort
"\reflect" call reflectionshort
"/reflection" call reflection
"\reflection" call reflection
reflectionshort
{
"/use /reflect\r"
}
reflection
{
call equipBelt
"/useitem belt /reflect\r"
}
"/study"
{
"/use /study \r"
}
"/be"
{
"/usei belt /befriend\r"
"/pose bless\r"
}
"/con"
{
"/usei belt /control\r"
"/pose sal\r"
}
"/dis"
{
"Dismissing in 3 seconds\r"
pause 15
"/pose surprised\r"
"/useitem belt /dismiss\r"
}
"/unm" call unmorph
unmorph
{
"/useitem /belt /return\r"
}
Multi-Creature Morph Macro
I recommend mapping the increment/decrement to your scroll wheel. This is usable with Rangery.txt above or scroll down for a simple 1 creature macro
/* *** Multi-Morph 1.3.1 — note falls & spirit runouts need to be scanned for to "setglobal morphed 0" if @textLog < "you return to your normal form"*** */
set morphed 0 //[DO NOT ALTER] toggle used to tell if you are morphed "1" or not "0"
//List and number of morphs:
/*CHANGE ME*/
set totalMorphs 4 //set this to the total number of morphs—notice
set morph[1] "Sky Bison" //change and add your morphs
set morph[2] "Mistral Kestrel"
set morph[3] "Utsanna Yorilla"
set morph[4] "Dark Recluse"
set morph[5] ""
set morph[6] ""
set morph[7] ""
set morph[8] ""
set morph[9] ""
set morph[10] ""
set morph[11] ""
set morph[12] ""
set waistItem "belt of the wild"
set mindex 1 // "Morph Index"
set verbose 1
set whichMorph0 ""
F11 call morph
morph
{
if morph[mindex] != whichMorph0
"/useitem belt /shape " morph[mindex] "\r"
setglobal morphed 1
setglobal whichMorph0 morph[mindex]
else if morphed == 0
if @my.waist_item != "belt of the wild"
if @my.waist_item != ""
setglobal waistItem @my.waist_item
else
setglobal waistItem "belt of the wild"
end if
"/equip belt of the wild\r"
end if
"/useitem belt /shape " morph[mindex] "\r"
setglobal morphed 1
setglobal whichMorph0 morph[mindex]
else
"/useitem belt /return \r"
setglobal morphed 0
if waistItem != ""
if waistItem != "belt of the wild"
"/equip " waistItem "\r"
end if
end if
set whichMorph0 0
end if
}
F10 call decrementMorph
F12 call incrementMorph
incrementMorph
{
if mindex == totalMorphs
setglobal mindex 1
else
setglobal mindex + 1
end if
call whichMorph
}
decrementMorph
{
if mindex == 1
setglobal mindex totalMorphs
else
setglobal mindex - 1
end if
call whichMorph
}
whichMorph
{
if verbose == 1
message "*Morph Selected:" morph[mindex]
end if
}
**setting totalMorphs to 1 means it will never set the morph to Mistral Kestral above and only morph into the Sky Bison, so you can include creatures your working on morphs for and edit this number when you get them In this case for both morphs, the correct number is 2.
- note for all Morph Macros listed: morph state detection fails if falls & spirit runouts are not scanned for. you can use scanner.txt to avoid this or add the following to your text log scanning macro:
if @textLog < "you return to your normal"
setglobal morphed 0
end if
Simple Morph Macro
just change *creature name* to the name of your creature
//Alternate Simple 1 creature morph
click3 call morph
f11 call morph
set morphed 0
morph
{
if morphed == 0
"/useitem belt /shape *creature name* \r" //insert creature name
setglobal morphed 1
else
"/useitem belt /return \r"
setglobal morphed 0
end if
}